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Elemental Weird (3.5e Class)

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{{#set:Summary=An Elemental who focuses on magic instead of physical power. |Length=10 |Minimum Level=1 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Alternate Magic |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Elemental Weird

The guardian of the Temple of the Seas shall not allow you to pass.

The Elements are known as one of the many primal sources of magic. Mortal mages and even beings of the outer planes draw on the energies of the Inner Planes to fuel their magic, but Elemental Weirds, as beings of the elements themselves, surpass them all at drawing on raw elemental power. For an elemental to become an Elemental Weird is to drink deep from the wellspring of magic, soar on the winds of fate, cast sorceries as the roots of the mountains, and burn with the fires of power, fully seizing their birthright as elementals. Those Elementals and Genasi who walk this path gain a terrifying mastery of the magics of the elements.

Making an Elemental WeirdEdit

An Elemental Weird is a primary spellcaster with a limited ability to stand in melee combat that quickly fades relative to opposition as the Weird gains levels.

Abilities: An Elemental Weird primarily uses the Spheres mechanic to cast magic. Charisma is therefore their most important attribute, as it makes their spells harder to resist.

Races: Only Outsiders and Elementals from the Elemental Planes may take levels in Elemental Weird. Those from the Material Plane whose ancestors come from the Elemental Planes may take levels in Elemental Weird, but they must have the Outsider or Elemental type.

Alignment: Most Elemental Weirds tend toward at least some form of Neutrality, but it takes all kinds.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex.

Game Rule Information Edit

Table: The Elemental Weird

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Elemental Origin, Sphere
2nd +1 +0 +0 +3 Enhanced Sphere Access
3rd +1 +1 +1 +3 Sphere
4th +2 +1 +1 +4 Hardiness of the Elements
5th +2 +1 +1 +4 Sphere
6th +3 +2 +2 +5 Elemental Skills
7th +3 +2 +2 +5 Sphere
8th +4 +2 +2 +6 Unstoppable Force
9th +4 +3 +3 +6 Sphere
10th +5 +3 +3 +7 Magical Training

Class Skills (Skill Points::2 + Int modifier per level, ×4 at 1st level)
Concentrationskill::Concentration (Con), Craftskill::Craft (Int), Diplomacyskill::Diplomacy (Cha), Knowledgeskill::Knowledge (all skills, taken individually) (Int), Spellcraftskill::Spellcraft (Int).

Class FeaturesEdit

All of the following are class features of the Elemental Weird.

Weapon and Armor Proficiency: An Elemental Weird is proficient with all Simple weapons, and a martial weapon dependent on its Elemental Origin, and Light armor, but not with shields of any kind. Origin Proficiency:

  • Air - Bolas, Throwing Axe
  • Earth - Light and Heavy pick
  • Water - Trident, Net
  • Fire - Spiked Chain

Exotic origins also grant a weapon proficiency:

  • Ice - Handaxe, Battleaxe
  • Magma - Light Hammer, Warhammer
  • Shadow - Shortsword, Kukri
  • Wood - Glaive, Greatclub

Elemental Origin: An Elemental Weird's power originates with one of the elemental planes, typically one of the four classical planes. They have the most obvious connection available (Genasi (except Material Genasi) and Elemental-Bodied all indicate a connection with one of the planes, as do all elemental monsters in the Monster Manual). If none suggests itself, such as for a Material Genasi, the Elemental Weird gets to pick one of the four elemental planes. The Elemental Weird's origin determines the Spheres to which it gains access.

Spheres: The Elemental Weird gains basic access to a Sphere at every odd numbered level. If the Elemental Weird selects a sphere that it already has basic access to, it upgrades its access to advanced access. If it already had advanced access, it gains expert access.

Enhanced Sphere Access: At 2nd level, the Elemental Weird gains extra uses of the spell-like abilities that it gains from it Spheres. The Elemental Weird gains a number of extra uses of any spell-like ability equal to half the number by which its character level exceeds the minimum character level to use the spell-like ability (rounded up). So if the Elemental Weird has a character level of 4, it would gain 1 extra use of a spell-like ability that is granted by one of it spheres at character level 3 and 2 extra uses of any spell-like from one of its spheres with a minimum level of 1. The Elemental Weird gains a +1 bonus to caster level for all spell-like abilities cast from Spheres to which it has Expert acess, and saving throws against such abilities are made against a DC of 11 + 1/2 the Weird's character level (rounded up) + the Weird's charisma modifier (the highest save DC it would have, plus one).

Bonus Feats: An Elemental Weird gains the Hardiness of the Elements feat as a bonus feat at level 4, and Unstoppable Force as a bonus feat at level 8. If it already has Hardiness of the Elements at level 4, it gains Unstoppable Force then instead. If it already has Unstoppable Force when it is given that as a bonus feat, it gains its choice of any [ Elemental ] or [ Item Creation ] feat instead.

Elemental Skills: An Elemental Weird gains a +10 Competence bonus to a skill depending on their elemental origin:

  • Air - Tumble
  • Earth - Knowledge (Dungeoneering)
  • Fire - Jump
  • Water - Escape Artist

Exotic origins gain the following:

  • Ice - Sense Motive
  • Magma - Intimidate
  • Shadow - Sleight of Hand
  • Wood - Search

Magical Training: An Elemental Weird of 10th level is able to cast magic in a more traditional fashion. It has the Spells per day and spells known (including Advanced Learning) of a 6th level Elementalist, and a caster level of 10. At its option, it may use Charisma instead of Intelligence to determine the highest level of spells it may cast and its bonus spells per day, or instead of Wisdom to determine spell save DCs, but not both. It may take classes that improve spellcasting of existing classes in order to advance its spellcasting ability.

Icebodied Elemental Weird Starting PackageEdit

Weapons: Battleaxe, Quarterstaff, Light Crossbow.

Skill Selection: Pick a number of skills equal to 2 + Int modifier from your class skill list.

Feat: Psuedoelemental Being (Ice).

Sphere: Frostbite

Gear: Adventurer's kit. Leather armor.

Gold: 3d6 gp.

Campaign InformationEdit

Playing an Elemental WeirdEdit

Religion: Much like Elemental Brutes, Elemental Weirds are rarely particularly religious, although they may follow an Elemental deity of their appropriate kind..

Other Classes: Elemental Weirds, as spellcasters, often appreciate the support that more physically-inclined classes can provide. They resent the tendency of Wizards to treat them as objects of study, but are often on friendly terms with Druids, who see them as part of the natural order, and as powerful and wise sages.

Combat: Elemental Weirds are spellcasters first and foremost, putting them in the back of the group most of the time, waiting for an opportune moment to unleash their magic.

Advancement: On gaining ten levels in Elemental Weird, many choose to advance their spellcasting with an appropriate prestige class. Still others go on to become Genies or take Prestige classes for further Sphere advancement, and more go on to become Elemental Brutes to shore up their physical weaknesses.

Elemental Weirds in the WorldEdit

The Azer hermit is always able to make finer steel than even Dwarven mithral. What's his secret?
—Teldan'an, Elven Merchant

Elemental Weirds are much like other kinds of mages. On the Elemental or Material plane, they are spellcasters, problem-solvers, sages, and craftselementals, primarily.

Notables: The Temple of the Seas is a small atoll located in the southern oceans, with the temple built into the basin within and on the island sides out of stone and coral. It includes an order of Water Weirds and Brutes, headed by a Water Weird known as The Oracle of Water, who answers questions of those who come with the proper attitude and gifts.

Organizations: Elemental Weirds seldom organize on their own except under the charisma of a powerful leader and mentor.

NPC Reactions: NPCs react to Elemental Weirds with both the distrust of a strange Elemental and the distrust of a strange powerful spellcaster.

Elemental Weird LoreEdit

Characters with ranks in Knowledge (The Planes) can research Elemental Weirds to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The Planes)
DC Result
5 Some elementals use magic.
10 Those elementals are tied to the magic of their element and gain the traits of their home plane.
15 Many powerful Elemental Weirds can learn magics from their opposed elements as well.
20 Elemental Weirds can often use their best-matched abilities more often than even a Sorcerer.

Elemental Weirds in the GameEdit

Elemental Weirds can bring tightly-focused spellcasting abilities to a party, primarily offering combat spells. Depending on sphere selection, however, an Elemental Weird can become a powerful information gatherer or item crafter.

Adaptation: The Elemental Weird is itself a kind of adaptation of the Conduit of the Lower Planes. It can be adapted in the same way, used as either a monster class or a variety of Sorcerer.

Sample Encounter: The Shadow of the Sky is a Shadow Weird who is using his Shadow powers to set itself up as the boss of a Thieves' syndicate through a scheme of puppets, blackmail, and illusions. It also steals rare items that it doesn't want to risk anyone else stealing from it.

EL 7:

SMW::OFF

{{#set:Name=The Shadow of the Sky|CR=7|Size=Medium|Summary={{{summary}}}|Type=Outsider (counts as Elemental for everything)}} {{#set:Race=Shadowbodied}}

The Shadow of the Sky

CR 7

Shadowbodied Elemental Weird 7
CN Medium Outsider (counts as Elemental for everything)
Init/Senses +7/Darkvision 90 ft, See in Magical Darkness 30 ft; Listen +0, Spot +0
Languages Common
AC 23, touch 16, flat-footed 20
(+3 Dex, +7 Armor, +3 Deflection)
hp 34 (7 HD)
Immune sleep
Resist 50% chance to negate critical hit or sneak attack, Invisible except in bright light
Fort/Ref/Will +6 (+10 vs Poison and Disease)/+8/+8; +8 against paralysis, +4 against stunning
Speed 30 ft, fly 10 ft (good)
Melee Short Sword +9 (1d6+2/19-20)
Base Atk/Grp +3/+2
Combat Gear 3 potions of Cure Moderate Wounds
Spell-Like Abilities
8/day—Mirror Image
6/day—Darkness
2/day—Tongues, choice of Invisibility (Extended) and Invisibility Sphere
Abilities Str 8, Dex 16, Con 13, Int 10, Wis 10, Cha 16
SQ Rolls twice and takes the better result when using Augury and Divination. Spheres: Oracle, Shadow, Trickery (Advanced Access)
Feats Psuedoelemental Being (Shadow), Improved Initiative, Weapon Finesse, Hardiness of the Elements(B)
Skills Concentration +11, Diplomacy +13, Sleight of Hand +10, Bluff +3 (can always Take 10)
Possessions combat gear plus Magic Spiderweb Clothing, Ring of Protection, Cloak of Resistance, Magic Short Sword, two potions of Glibness. It says that's not counting the one it just drank, and I believe it, don't you?


It favors tactics of false fear, and prefers to have allies near when it fights. It uses Mirror Image both for the defensive benefit and to create an illusion that there are more of it than there actually are. It uses Displacement to protect itself and its illusions. It saves its Confusion power for when it feels seriously threatened. It will use Darkness to divide and befuddle its enemies and to provide a hiding place to itself. It likes to Shadow Conjure Glitterdust and Webs, or, when necessary, Grease, although it keeps one in reserve for a Phantom Steed to make a quick escape.

Additionally, before doing anything that might endanger it, like attempting a risky political maneuver or even venturing out of one of its many lairs, it will use an Augury or Divination (depending on importance) to determine risk. In politics, it will use its powers to both find and create blackmail material on people, such as by using Confusion to turn an argument violent, or using elaborate illusions to trick people into looking unseemly.

It will use its Augury and Divination powers on behalf of others, and it will identify items, if the price is right. Additionally, it personally knows half of the underworld of its adopted home city, although substantially fewer know it, as it uses a number of constantly-changing psuedonyms and illusions to do business. It sometimes uses Mirror Image to appear as multiple of its psuedonyms at once. However, at least one of its lairs is in the hideout of a gang of thieves that it controls.SMW::ON


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